Sid Meier's Civilization V

Sid Meier's Civilization V

Alpha Centauri Policies
69 Comments
Vunu Jul 13, 2021 @ 9:17pm 
is there a way to have both this AND social policies?
Brackishclover7 Sep 30, 2017 @ 11:03am 
i would rather install the hodor mod...
Nemesis Sep 3, 2017 @ 12:29pm 
I can't get any polices now I cant end my tunr rip
friend cube #1 Nov 19, 2015 @ 6:02am 
is this compatible with civ names by policies?
iora May 28, 2015 @ 12:20pm 
It would be nice if there was a version that only replaced vanilla ideologies and kept the original social policies.
DeadMechGaming May 6, 2015 @ 1:13am 
Did that before I even posted, but it wasn't working. I ended up taking the linked mods off and got it to work.
framedarchitecture  [author] May 5, 2015 @ 9:51pm 
@The_Preacher Right click the choose policy icon to dismiss.
DeadMechGaming May 5, 2015 @ 9:35pm 
Hey, having a small issue. I'm using all of your AC mods along with the recomended mods and for some reason I can get the social engineering screen to work, but after I spend all of my policy points it still says I have some to spend. It is litterally not letting me end any turns. Is there a fix for this?
tartarusthebrute Apr 14, 2015 @ 2:05am 
I subscribed this mod but it doesn't happear in the selection mod menu and i can't use it. what can i do?
framedarchitecture  [author] Feb 1, 2015 @ 3:19pm 
@darkarethedays Thanks for the report! By not working, I guess you mean that the Social Engineering screen does not open? I do plan to go through the AC mods and update them.
darkarethedays Dec 22, 2014 @ 6:05pm 
Love the AC mods you've been putting out FA, although this one's not working for me. Is there a forum thread elsewhere for support? The "Social Engineer Screen" is unresponsive and will not display. I know the mod is (mostly) loaded up correctly, as the Social Engineering menu button is displayed, as well as the in-game Civpedia entries. I've of course tried running just this one mod, as well as running it alongside your other mods, either produces the same issue. AC Policies v4, CivV 1.0.3.279, G&K and BNW installed.
BASHKORTOSTAN /NK Dec 2, 2014 @ 4:44pm 
why can anyone make vanilla version
keltic07 Oct 25, 2014 @ 1:50pm 
Hey this is a lot of fun. Is there any way to keep Ideaologies though?
Schnitz Oct 18, 2014 @ 6:30pm 
cool idea nothing for me tho but great job :D
framedarchitecture  [author] Oct 15, 2014 @ 6:27pm 
@333 Anything's possible, but what you suggest is not the purpose nor within the scope of this mod. best, FA
Trihne Oct 15, 2014 @ 3:53pm 
Hi, i love the policies, but i wondered, is there a way to keep the old social polices and the Ideology with the social enginering? like a new tab or something?
phillips_glenn Oct 14, 2014 @ 2:06pm 
Awesome! I wish this game (Alpha Centauri) would be re-made, or made compatible for the Higher version's of Windows.
J4A Oct 14, 2014 @ 9:14am 
Thank you, framedarchitecture!
framedarchitecture  [author] Oct 14, 2014 @ 8:35am 
@jose Military support refers to the number of units you can currently support based on the number of cities you have.
J4A Oct 14, 2014 @ 5:53am 
I have a question about "Thought Control". What is "Military support"?
SerWind Oct 11, 2014 @ 10:04am 
I haven't touched this yet, but I am tentatively excited. Is this like Civics from Civ 4? If so, I need new pants.

My biggest, BIGGEST gripe about 5 was policies over civics. I want to tune and change my government over time, seeing myself grow, or sticking with the old ways for a challenge and a bit of RP.

This might finally give me an excuse to make the switch.
yakkeemun Oct 9, 2014 @ 7:16am 
@grelo29 You have to turn on policy saving. Lets you hide the notification if you don't want to pick a policy right away. At least I think that's the policy issue you're having.
framedarchitecture  [author] Oct 5, 2014 @ 8:02pm 
@grelo29 I'm confused by your comment.... Just right click the choose policy notification icon to dismiss it...
grelo29 Oct 5, 2014 @ 7:43pm 
Oh and the garrison thing with old wierd korean guy don't work...
grelo29 Oct 5, 2014 @ 7:41pm 
it seems i'm adding a policy every turn....when i choose one from each group then what? i can't end turn as it keeps telling me to pick a policy?
このヘンタイ! Oct 5, 2014 @ 12:16pm 
I try to start at Information era for test mod , haven't any Ideology for choose
Gwydion62 Oct 5, 2014 @ 5:48am 
I started in Industrieal age and the AI's all coose "nothing ideology"?
framedarchitecture  [author] Oct 4, 2014 @ 5:08pm 
@Venater Stugots thanks for the report! I haven't tested an advanced start in a while, so I will look at that.
ShaqHulud Oct 4, 2014 @ 3:22pm 
started a game up in the information era (to fit in with the idea of modern societies settling a new planet in mind) and after 2 turns I couldn't progress because the game told me to chose an idealology. is this a problem that comes from user error or has anyone else had this problem with the mod as well?
Gwydion62 Oct 4, 2014 @ 11:24am 
Would be great to have a few more coices and to use the origional politics too...
Great job done anyway :-D
framedarchitecture  [author] Sep 15, 2014 @ 10:31am 
@[FF] atoldiago I cannot know what the issue is, as you haven't told me much about the issue or the other mods you're using. Does this mod work as described, when it's the ONLY mod active? In general, if you run into compatibility issues, the best thing to do is add mods one by one until you see the issue arise.
atoldiago Sep 15, 2014 @ 7:28am 
I have a large amount of mods, but like to play them in groups. I also use a UI mod, so this issue may stem from that, but I'll ask it anyway: Im playing through using only your Alpha Centauri mod set. Everything is running smoothly, save for one thing (and I can't continue until I know how to fix it): Social Policies. They are blank. I can put my cursor over the area, and it darkens, but clicking doesn't do anything. I can't see anything in any of the four options. It's frustrating, but I would really like to figure this out. I honestly don't believe it's an effect of the UI mod, because that mod relies on XML pulling, and doesn't post anything in the Policies window. If I'm wrong, please let me know. Thanks.
tolaburke Jun 21, 2014 @ 12:43pm 
I feel the penalties and bonuses as done here do not warrant losing a flat 8 turns of everything save military movement, per change(So up to 32 turns assuming you want to change all four areas). Some means to scale the time taken would be nice as a start. Some of those penalties can be considered so crushing that a person is very likely to stick with the baseline things forever.
NaibChang Jun 17, 2014 @ 4:24am 
Nice, alpha centauri is my favorite oldie strategy game
Married Marauder Esq. May 3, 2014 @ 9:48am 
Thank you for making an Alpha Centauri mod!
JEELEN Mar 8, 2014 @ 5:32am 
Correction: after physically removing Policies religons mods don't show up, but are active anyway.
JEELEN Mar 7, 2014 @ 1:59am 
Social Policies seem to effective block religons mod - even after physically removing it from my PC they are no longer available even though I'm subscribed. I'm not sure why that is, but it's quite annoying.
Awful Feb 23, 2014 @ 1:43pm 
Great job, thanks for the hard work.
kempen Feb 16, 2014 @ 12:52am 
Great mod but like 9000r found out, free polity with world fair jammed my game. also i´m currius if your going to change the tech tree into the next age, so we don´t have to invent fire again ;). for the rest, keep up the good work, it's an awsom mod and love to play it
Death-By-Deacon Feb 14, 2014 @ 3:54pm 
Great
JJOtterBear Feb 12, 2014 @ 10:28am 
so yeah...i installed the new version of the mod. policies still don't show up in later ages, even with enough culture. so idk whats wrong.
Tibbles Feb 11, 2014 @ 9:42am 
Framed, please stop complaining.
OrphanElite Feb 10, 2014 @ 5:46am 
Will a tech tree be made for your Alpha Centauri mods :D @framedarchitecture
framedarchitecture  [author] Feb 10, 2014 @ 4:17am 
@9000r Thank you for the report and the reminder about the free policies handed out witht he World's fairs. I will update soon.
@Snake Yes, and I posted a link further down the comments that explains my plans.
Gorbles Feb 9, 2014 @ 1:45pm 
Brilliant!

Just one thing to bear in mind if you're working on this further. Culture really doesn't seem to be used on much. Fantastic UI work, I love the art used as background images :)
Corgwn Feb 9, 2014 @ 11:23am 
When you get a free policy from lets say, the World Fair, and you have enough culture to get a policy you cant get the free policy ,there fore ruining the game. You cant go to the next turn without using the free policy.
Zero Feb 9, 2014 @ 10:05am 
BUG: Police State gives +1 happines per garnissoned unit, not +5 according to the tooltip
framedarchitecture  [author] Feb 9, 2014 @ 7:53am 
@[Dolt] Gorb No, the extended future mod does just that: extends an era, but does not make changes to the eras (i.e delete or add).
Gorbles Feb 9, 2014 @ 5:22am 
Will conflict with mods that make changes to the base game Eras. Does this include the Beyond the Future modification that you recommended initially?
Snake Feb 8, 2014 @ 10:36pm 
This is starting to get impressive. What are the chances that you make an Alpha Centuari total conversion?